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Messages - IchoTolot

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2101
Sry again, but still no big change needed.

Spoiler (click to show/hide)

2102
Sry Arty, but V6 still doesn't play much different to me. :P

2103
General Discussion / Re: General Comings and Goings
« on: August 27, 2018, 07:48:20 PM »
I'll be at my hometown from Tuesday to probably Sunday/Monday. So less activity there, but I will be able to start new voting rounds in LOTY.

I probably won't be able to update the current contest level pack though, but simply get the newest version through the update topic. I think it's only Arty's level anyway that could be updated again during the timeframe. ;P

2104
If my previous solution was a backroute then this will be one as well. :P

2105
I resolved Arty's R3 level. :)

2106
We've had a nice 4 way tie there! ;)   

Let's do a little tiebreaker.

2107
Quote
In my opinion the biggest UX problem with the RR is, that changing it does not give an immediate feedback to the player. And displaying it on the preview screen doesn't help much in that regard.

Different idea then: We've got hatch markers. Maybe display the current RR there (with a lock icon for locked rates) could help players make the connection.

As far as for the "Author" field goes. There I am strictly against touching that. Credit to those who deserve the credit on a level! Even if it's no gameplay relevant information, I would like to see which person(s) created the level.

2108
I have an issue with removing the RR line, not because of personal preference though: It drags attention to it and I would deem this a big advantage in the case of new players.

New players will notice the preview text line and see the term "Release Rate" and a dedicated number to it. This greatly increases the chance the player will use and understand the numbers in the bottom left corner. Also the term "locked" apprears there as well.
+ I think it was always criticised that newer players sometimes miss this function and this line helps getting that number down.

So I would leave this line of information in there to help newer players understand the term and function of the RR (SI) and also I would call it nice to know in advance anyway. ;P

2109
Then I simply suggest the standard screen without extra space for talismans.

This way we get more visual differences when a talisman is there, highlighting it even more.

So my idea:

No talisman --> Half a line of extra space in between lines. Like my mock image.

Talisman --> Dense text and up to 3 extra text lines for the talisman. Just as the standard now. Maybe just add an extra half a line of space between level title and rank as this seemed Strato's main point of critic and we seem to have half a line of space still left over ;)

But let's see possible suggestions from other people now. ;)

2110
Ok, as my goal is simply some space in between lines I just did that to a standard titlescreen in my image.

I measured a line as ~ 48 pixels and added 24 pixels of space in between the lines. Then I filled out the white space with copy pasted background (looks a bit weird :P).

I have no idea how talismans affect this, as I don't really have ever seen talisman text there + I can't find a level with it. I would simply just add the space there as well though.



2111
I've uploaded more videos focusing on the contest levels that received updates and the solutions for my own entries. :)

Links:

NL levels: https://www.youtube.com/watch?v=E3WPQJFY_Qw&t=1s

Lix levels: https://www.youtube.com/watch?v=iCp7L7OXMg8

Solutions to my levels: https://www.youtube.com/watch?v=HFdTAxEIVhk

2112
I was thinking about an issue that Strato mentioned about the new formats.

I agree with the current system that the empty space between the pre level screen information lines was too much in the old format and it made extracting that info more difficult.

Now I think we've got the other extrem though. The text is too dense and it affects the information extraction process as well. Also it looks a bit worse.

My suggestion: Try the middle ground! Maybe using only half or a third of the old formats empty space.

In my opinion both new and old format versions of the info text have their flaws and the middle ground could be the optimal solution for easily readable information here + it also could help improving the visual attractiveness. :)

2114
18 levels have made it through to this third phase. We are gonna cut this number in down to 6 in this phase and the ramaining levels will be mixed into 1 final group for the last phase. :)

Every one of the 3 groups will have 2 voting rounds that will try to get the number of levels from 6 to 4 and finally down to 2!

If we have a tie there will be tiebreakers.

If you want to see the full list of nominated levels in non-randomized order, check the nominations list topic.
If you want to play these levels without having to dig up all the various level packs, check the playing phase topic which has an NXP available for download that contains all the nominated levels.

Please remember that discussing the nominated levels is not allowed in the LOTY2017 topics now that voting has begun. This does not apply to levels that have already been eliminated at the time. Discussing them elsewhere in the site is okay, as long as it's not in the context of LOTY2017.

2115
NeoLemmix Levels / Re: [NeoLemmix] NepsterLems
« on: August 21, 2018, 03:10:15 PM »
Quote
Since this is the type of pixel precision that can prevent a solution from being successful even when it's conceptually correct, I have to object to IchoTolot's praise of this level as a prime example of "fair" difficulty.

I think you don't understand what I personally define as "fair".

Pixel precision is fair, even if you have to rewind all of the level due to an unprecise mistake. Is it good? Certainly not, we want to prevent these things.
Is a timer unfair that cuts tons of solutions of by 1 second? No, but it's still bad.

I call levels unfair that actively hide stuff from the players eye. Hidden traps, hidden pick-up-skills etc.

Overall my praise to the level partly comes from a developed automated optimisation playstyle. Over the years I got used to automatically find and go for an ~optimal route, purely in terms of reaching the goal. This isn't always the intended one of course and it's only optimal in my current view of the level.
That way I don't mind having to do a bunch of very precise actions, as a bunch of them I do intuitively.
Does it anger me when I have to rewind a lot? Yes and I will criticise it.
Does it anger me when there is an excessive ammount of very precise actions? At some threshhold yes and I will point that out.

Also I learned to use the things at my disposal (skill shadows, save-states) to nullify the precision and rewinding to an ammount. Well placed save-states at critical points in time and making good use of replay insert can help quite a bit.
 
It's also the general layout of the level that made me forgive the faults and I can highly advertise those for your huge levels:
- Mostly contained crowds (only 1 active crowd would be optimal and if there are more active ones let them be close)
- No timer
- No extensive need for multitasking
- You only have to watch 1 area at the same time. --> less scrolling
These traits fit for this level, therefore making me forgive the precision.

In the end I just loved puzzeling my way through this level while doing stuff as optimised as possible.
+ The fact that it's the last boss level of a very difficult pack makes me somewhat more forgiving, but still there is a threshhold for that. ;)

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